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Everything posted by KanameChidori

  1. I mean I don't think any of this should be balanced around a maxed out GAS'd character. They are supposed to be end game additions that make you more powerful. So gimping your defense the entire time until you get fully GAS'd is a bad idea. Idk how they will handle GAS, it will either be level 180 like it always was, or perhaps we will start accruing AEXP whenever we hit cap and can start saving for the future (since the total exp is massive).
  2. I think people just mix up hard with tedious. PSU was never hard in a difficultly sense (and shouldn't be really) but was tedious. Running the same mission 300 times and getting nothing is not hard that's just obnoxious tedium. When you have very high damaging enemies mixed with low drop rates or what feels like overly tedious drop rates you have what Clem is currently. Ofc there are always going to be people that find shit right away or constantly get lucky and say things are fine, but that's not the majority. Idk about others but I sure as hell don't like giving up my 2 or so hours of free time every day, logging in, doing 15 maybe 20 runs and getting nothing for it and then repeating for weeks on end. Then having to NPC/sell every single thing I find to make any sort of meseta, and that's not even mentioning the ridiculously inflated stats on 140+ enemies and all that. This problem was not nearly as big on retail because you had many more options of income. On Clem it's you either sell everything you find or get a single big ticket item in the first few weeks before they lower in price.
  3. Sounds good. Don't really see any issues. Would maybe argue for the catch up system to be 100% instead of 50% or start higher and scale down at set levels (100% at 1-50, 75% at 51-65, 50% at 66-85, normal at 85-cap) something like that. Either way sounds fine.
  4. Rods will be king on MF even with Clem's 10% PA boost on Wands, pretty sure. On FT not 100% sure. Rods are just better in raw damage, there is a reason you rarely saw TCSMs or Wands being used after Rutsu and the other PA boosted Rods came out. At least in my 3 years on JP I rarely saw anything but Rutsu, Cad, Gravidon, Shadow Taker, EPD, etc. The utility of TCSM and Wands is another point, because they are typically better because of their faster cast speed. The ability to stagger lock enemies more often or inflict aliments quicker by getting more casts out in the same time period. Ofc this is not assuming the SE weapons which will most likely be reworked on here and most likely not have the 1.5x, 2x, 2.5x, etc. My experience is nearly only in MF, I'm not a huge fan of FT. Maybe Wands or TCSMs get more use on them, but would still think the majority of the time you'd use a strong Rod. Unless I plan on running a specific mission 100s of times in the most optimal way, I would never take the time to setup Wands and TCSMs over just running 2 or 3 Rods.
  5. This proposal is basically what it was at some point. Lower rates but no breaking. I don't know how I feel about being forced to use higher grinders to have a chance at all. That would push the price of higher grinders up even more I'd think. Since your ability of using them becomes impossible. Maybe not make them impossible but have a much lower diminishing return.
  6. It's not about the speed at all. Though who cares if you level at the normal speed, we have hard caps anyway. Leveling is only like a third of the game. It doesn't need to be slow just to slow people down. It's all the changes that were made in the last few weeks before launch. The point is that it shouldn't have launched this way to begin with. It's just stuff that will get fixed later. I should also mention that people might be okay with things atm, but it will start to drain on people. Level 50 is only 1/4 the cap and we only have 1/2 the difficulties and a multitude of other stuff to be added. Ofc 1.4mil exp (which is roughly 2x official btw) to level 50 is nothing, but say almost 200mil (again roughly 2x what level 200 takes, which is I believe 98 or 99mil) for level 200 is another thing. All these strange changes with NPC selling prices, MP payouts, MP required, Type Level Requirements. These are all things that should have never been touched at any level. They are the most basic fundamentals of the game. The fact people had to put in 7-10x the playtime to unlock a single Expert Type, just sucks. Add to that the massive increase in required experience, the slightly reduced EXP rates (around 10%), and the massively reduced selling price, you have a game that is nearly 10x as grindy as it's supposed to be. Why it's so hard to have retail/official rates and payouts and everything else outside of drops and a few other things, is beyond me. It's like certain people on the dev team purposely fight in the opposite direction for no apparent reason. The goal of this server was to emulate official as close as possible, well what we have right now is so far from that. All the information you'd ever need to figure that out is available and has been for over a decade, again I don't understand why this is even an issue. This is not about "whining" or "making it too easy" or all the crap that some will say when me or others bring up these issues. It's about getting the game to where it should be and how it's supposed to be. Now I'm sure Marm and the team will fix this, and the level 50 cap is designed to catch these issues. But it's still an issue that shouldn't even exist. It's already been stated things were changed in the last few weeks and up until then, everything was apparently pretty good. So no idea what happened, but people are staying silent and we can only guess what will happen in the coming weeks. I simply and many others want the PSU we remember, and we remember it very well.
  7. Yeah I was wondering about the Bal Soza, noticed this while playing Scared yesterday. They felt stronger and took less damage than I remembered. This explains why.
  8. Yeah the MP payout issue should hopefully be fixed. It feels like roughly half what it should be, and after reading Marm's post it sounds like that was exactly it. Also the increased type requirements I don't quite get. People mention most are +2 but some like AF or AT got +4 and +2. AF was 3 Hunter 5 Ranger, it's now 7 and 7. 22 hours in, nonstop grinding pretty much, and I'm still working on Hunter. I can only imagine other players that are newer or have less experience. It's rough.
  9. That's how PSU has always been. When you alt-tab it just closes. Only way around that is to play in Windowed mode and stretch it. Borderless gaming (or other forced borderless programs) might be able to stop the crashing, but not sure since I don't use it myself.
  10. Welcome to the PSU community. There is always those 3-5 people like that around here, just how it is. I don't get it either, never will. It's just a waste of time, I chalk it up to them having nothing better to do with life or something.
  11. That pops up when you try to do other things while the game is up. Stretching the window will give that error (anti cheat type of thing), starting other programs can trigger it, etc. Are you resizing the window at all since you're playing in windowed? A dying GPU wouldn't give that error.
  12. @Exmover They could simply have you not gain stats when you level your type past 20, or have the stat gains be insignificant. So that shouldn't be too big of an issue.
  13. Also some of those ideas are new, which is nice. Can only play with the same systems for so long before it gets boring, no matter how much you love a game. Eventually you get burned out.
  14. That actually sounds pretty wicked. I'd be for this. Though a lot of what you mentioned would create some insane power creep. Unless you still have the plan for S4+.
  15. He's been working on D&H since April 2012 (I talk to him every few months and have been for years now) or a bit earlier. He's spent years trying to get the story missions to work fully. The PSP2/i stuff is only the past year or two. The point is if it was easy or something that would be focused on it would have already been done or even mentioned. I wouldn't expect it for a very long time. It's not an important aspect.
  16. Yeah luck does nothing, everyone has the same 3* at all times. Probably just hitting a low amount of rng or something.
  17. Because that's not how it works...everyone knows how the story missions are. It's implementing them into the lobbies and what's involved with getting them to function. They cause hanging issues and crashes. It's just a lot of work (Agra has worked on them for his offline mod for like 5-6 years and they still hang).
  18. Story Missions probably not, they aren't easy to figure out and like 99% of the community probably doesn't really care about them. Probably something for the very end/if enough interest in them.
  19. I know, but the function of LBs should be doable regardless of GAS or not. They were accidentally done on the original alpha server and then fixed and need to be figured out again. I'd say like 90% chance we get LBs but probably not in the form of GAS but in the form of leveling techs = more hitboxes type of system.
  20. Grants is like Diga or Foie, LBs make it great (the way it was meant to be, it had normal Ra tech range before this patch).
  21. I know someone else fixed the double PP Regen issues and the Combo later on. Wasn't sure who. Also how ya been? Your first time on here I see.
  22. Is solo ever going to get some love? (You mentioned it would awhile ago).
  23. The majority of people will always play whatever is the strongest. People need to learn that there will always be a strongest type or fastest, that's just how this game works and that's completely fine. Of course a tech hybrid shouldn't be anywhere near a pure damage based type like idk GT vs FF. But I'm a purest, for me and others JP was perfect, but I understand most of you never played it and don't share that opinion. But being a test still, it's probably not that big of a deal to worry about numbers. Just do whatever and see how it pans out
  24. Ultimately GAS will be implemented in some way, so at some point expert types will end up with higher caps. But being a test and all that it doesn't really matter what changes since it will all get wiped anyway. Could just try these changes and see the feedback then change again every few weeks until something is agreed upon by the majority.
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